Game Localization

Translating for the global digital entertainment industry

ORCID logo | Dublin City University
ORCID logo | Universitat Autònoma de Barcelona
HardboundAvailable
ISBN 9789027224569 | EUR 99.00 | USD 149.00
 
PaperbackAvailable
ISBN 9789027224576 | EUR 36.00 | USD 54.00
 
e-Book
ISBN 9789027271860 | EUR 99.00/36.00*
| USD 149.00/54.00*
 
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Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
[Benjamins Translation Library, 106] 2013.  xii, 374 pp.
Publishing status: Available
Published online on 23 October 2013
Table of Contents
“This book is unique since it discusses localization from the translator's perspective and I'm recommending this book to anyone interested in this topic. The authors have left no stone unturned when it comes to the subject and include excellent references and case studies about game localization and its importance in the game industry.”
“This volume is the authoritative source on game localization. Drawing together years of professional and academic experience, O'Hagan & Mangiron have written an essential guide to understanding how game localization has developed over the years, how it has become an essential part of the global video game industry, and how best to teach students this art and craft. The authors explore this fascinating field using dozens of examples from their own work and other well known localization efforts to give readers the best possible understanding of game localization theory and techniques. Highly recommended.”
“The text is a worthwhile and extremely well structured read that will hopefully become the standard text for all who wish to find out more about the subject, be it out of academic interest or intention to embark on a career in the booming video game localization industry.”
Game Localization: Translating for the global digital entertainment industry is a useful and significant book, both for academic scholars who might not be familiar with the gaming industry and for localization practitioners who now can perceive their field within a larger theoretical context. Numerous charts, diagrams and full-color illustrations enhance the presentation of the argument.”
“It is currently the most complete monograph on the subject. It shows possible ways of developing research on localization within translation studies. It even includes a chapter devoted to professional training in the field of localization. Thus, it is easy to recommend Game Localization to anyone interested in the subject, both in its theoretical and practical aspects.”
“This book is sorely needed and a great example of a theoretical framework being successfully adapted and applied to a field of real-world phenomena and is a great contribution to the enlargement and enrichment of the field of translation studies.”
“This book represents a must-read reference to anyone interested in game localisation as it targets not only scholars and professionals belonging to this field, but also those who are interested in emerging issues in Game Studies, audiovisual translation and localisation. Provided with an initial glossary of game-specific terms, Game Localization is designed to serve as an introduction to this dynamic area, keeping a balance between theoretical and practical dimensions.”
Cited by (138)

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2024. The Localisation, Transcreation and Adaptation of Cultural Realia in Video Games: The Case of Cultural (re)presentation in Arena of Valor. In New Perspectives in Media Translation,  pp. 117 ff. DOI logo
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2023. 2023 2nd International Conference on Artificial Intelligence and Computer Information Technology (AICIT),  pp. 1 ff. DOI logo
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2022. A netnographic exploration of Iranian videogame players translation needs: the case of in-game texts. The Translator 28:1  pp. 74 ff. DOI logo
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2022. Systematic Retrieval and Analysis of Heterogenous Online Retail Platform Data to Support Customer Targeting in Gaming Business. In Developments in Information & Knowledge Management for Business Applications [Studies in Systems, Decision and Control, 420],  pp. 479 ff. DOI logo
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2022. Videogame localisation, spelling errors and player reception. Translation, Cognition & Behavior 5:1  pp. 27 ff. DOI logo
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2022. Transcreation and Creativity in Higher Education. In Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills [Advances in Game-Based Learning, ],  pp. 68 ff. DOI logo
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2022. Unity of knowing and acting: an empirical study on a curriculum approach to developing students’ translation technological thinking competence. The Interpreter and Translator Trainer 16:3  pp. 348 ff. DOI logo
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2022. Traduire le jeu vidéo : un équilibrage des dynamiques intersémiotiques. Sciences du jeu :17 DOI logo
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2022. The first courses on localization in Slovakia. The Journal of Internationalization and Localization 9:2  pp. 162 ff. DOI logo
Kabát, Marián
2023. Factors Influencing the Quality of Digital Game Localization. Acta Ludologica 6:1  pp. 84 ff. DOI logo
Khoshsaligheh, Masood & Amir Arsalan Zoraqi
2022. Review of Mejías-Climent (2021): Enhancing Video Games Localization through Dubbing. Translation and Translanguaging in Multilingual Contexts 8:3  pp. 342 ff. DOI logo
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2024. Book Review of Pettini, S Silvia (2021) The Translation of Realia and Irrealia in Game Localization: Culture-Specificity between Realism and Fictionality, New York: Routledge, 244 pp., USD $39.71 (paperback), USD $127.50 (hardcover), ISBN: 9780367432324. Popular Communication 22:1  pp. 64 ff. DOI logo
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2022. Video game localization as homecoming in Total War: Three Kingdoms. The Translator 28:1  pp. 95 ff. DOI logo
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2022. A literature review of Iranian publications on video game localization between 2009 and 2022. The Journal of Internationalization and Localization 9:1  pp. 38 ff. DOI logo
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2022. Transcreating humour for (re)dubbing into Arabic. The European Journal of Humour Research 10:3  pp. 151 ff. DOI logo
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2022. Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry. Games and Culture 17:3  pp. 374 ff. DOI logo
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2021. Locales and Interlanguage Communication. Translation Studies: Theory and Practice 1:1 (1)  pp. 29 ff. DOI logo
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Pettini, Silvia
2015. Auteurism and game localization — revisiting translational approaches. Translation Spaces 4:2  pp. 268 ff. DOI logo
Pettini, Silvia
2017. Translating literature into playability. The Journal of Internationalization and Localization 4:2  pp. 100 ff. DOI logo
Roturier, Johann
2015. Miguel Á. Bernal-Merino: Translation and localisation in video games: making entertainment software global. Machine Translation 29:3-4  pp. 301 ff. DOI logo

This list is based on CrossRef data as of 3 december 2024. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers. Any errors therein should be reported to them.

Subjects

Translation & Interpreting Studies

Translation Studies

Main BIC Subject

CFP: Translation & interpretation

Main BISAC Subject

LAN023000: LANGUAGE ARTS & DISCIPLINES / Translating & Interpreting
ONIX Metadata
ONIX 2.1
ONIX 3.0
U.S. Library of Congress Control Number:  2013010423 | Marc record